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Cover of MOSSVEIL — A Guided Solo Witch RPG

MOSSVEIL — A Guided Solo Witch RPG

Solo roleplaying game · by Quiet Relay Games · in English
Published 1 November 2026 · On Quisicosas since 2 November 2026
Featured in the newsletter of 2 November 2026 (on Substack)

What it is about

The valley once promised to keep its people safe. Now it has forgotten how to let them go. An orchard cannot reach tomorrow. A bridge keeps homecomings beneath its boards. An inn stores sleep in blue glass jars. You are a travelling witch, called to six places where an old promise has taken root. Tend what is hurt, listen to what has been forgotten, or loosen the bindings that hold the valley in place. MOSSVEIL is a guided solo fantasy RPG for one player, played with one six-sided die. Follow written scenes, make choices, brew remedies, and discover what the valley’s bargain has become. A guided journey, with room for your own story You do not need to invent the adventure or run a game for yourself. Each case and event provides choices and written outcomes. Choose one of three witch Callings: Greenkeeper — tend what is growing, broken, or bound. Hearthlistener — listen to people, memories, and the things left unsaid. Knotwitch — loosen the promises that have become snares. Before each journey, choose how to prepare: gather ingredients, rest, or ease your Strain. Decide whether to brew a remedy before rolling, then follow the outcome and record your changing resources. Complete six cases, uncover clues, and reach Rootwell, where you will decide whether to Renew, Release, or Share the ancient promise. Journaling is optional Play with brief notes and the included tracking sheets, or expand your witch’s travels into a longer journal. The written scenes, choices, and outcomes guide the adventure either way. 1 player · Approximately 60–90 minutes with brief notes · One d6 · English · Printable A4 PDF What’s included 34-page illustrated A4 game PDF in English. Complete rules, setup instructions, and a worked example. 3 witch Callings . 6 story cases , each with two approaches and written outcomes. 36 journey events , each with two choices; five events are used in a complete playthrough. 6 distinct clues to discover. 3 magical remedy recipes using fictional ingredients. The Rootwell finale , 3 final paths , and 5 complete endings . A Witch Sheet for resources and clues. A Valley Record for case results, used events, and your final score. Color and black-and-white versions of both tracking sheets , included within the 34-page game PDF. Optional memory and epilogue prompts. Print or play from a screen Read the adventure on a device and print only the two tracking sheets, or print the game for your own play. You can also record resources and notes in a notebook or your own digital document. The illustrated adventure pages are in color. The black-and-white versions are provided for the Witch Sheet and Valley Record. You will need one ordinary six-sided die and a pencil or a way to take notes . All rules are included; no game master or group is required. Return to the valley Replay the same central mystery with a different Calling, case order, event combination, choices, or final path. Discover how a different journey changes the people and places you leave behind. Creation note Some illustrated elements in this product were created with the assistance of AI image-generation tools and were then curated, edited, arranged, and incorporated into the final game design. A digital PDF game by Quiet Relay Games. No physical book, dice, or other objects are shipped. For personal use only. Please do not resell, redistribute, or share the digital files.

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